Empires Of Planets 4
The Aczanny
Race Attributes
- Unable to mine ore self - need prisoniers for Labour mines.
- Very poor metals mining rate
- Lawfull and happy race, colonists can be taxed on largest level
- Crime immunity.
- Contraband in law! Smuggler Cantinas can be used.
- Very wide farming range.
- Natives, except Avians, hate Aczanny
- Insectoids eat Aczanny on sight
- Good income rate
- Above average growth rate
- Low troop train rate, but normal Crew and Highguards train rate
- Poor ground battle ability
- Half weapon kill factor
- Enchanted Mass Drivers
- Can lay only Laser minefields
- Very fast ships
- Bomb-pods make big damage for enemy ship armor and hull if boarding unsuccessfull
- Hyperscan - see hyperdrive and Chunell device usages in large radius.
- Best ships evasion modifier.
- Fast speed pods that move 40 LY per turn
- Extra superweapon resistance.
Missing Base Buildings
- Terraformer
- Scanner
- Raid Shelter
- Mine
- Public Space Port
- Undercity
Special Base Buildings
- Air academy Train Aczanny crews with rate 60. Unlike Traning Centers, not low population grown speed.
Ship Attributes
- Scanners are wide power range, but many ships have poor scanners
- Aczanny have additional evasion modifier, calculated from engine tech level and hull weight. All ships in Aczanny hands have this bonus.
- Many ships have good self evasion modifier
- All, except few support type, ships have biggest possibly speed.
- Only few ships cannot carry fighters on board.
- Only two largest ships can mount large weapon biggest then 40 kt.
- Sence hyperdrive usage and Warp Chunell in 500 LY range.
- Ships gain only 5% damage if hit by any superweapon.
- Aczanny Security Device protect crews from enemy boarding actions.
- Aczanny Cargo Desk can make construction and assault pod in space.
- Aczanny ECM Jammer lowered enemy attack rating.
- Sparrow scout have zero warp signature, and can hide without any device.
- Sparrow scout immune to Barbitic and Gravitonic minefields.
- Sparrow, Hobby, Peregrin, Frigate, Phaeton, Cormorant and Gerfalcon have gravitonic accelerators.
- Frigate Raider equipped with Gravitonic Accelerator, Reticulian Light Beam, Incarceration Beam and Security Device. This ship can easy suck undefened colony and enslave enemy for Labour Mines. Frigate have best evasion rating and good attack rating, can carry four fighter wings (race version 808e). Frigate can tow Sparrow and can build four Sparrows in raids (race version 808e).
- Phaeton Destroyer can lay laser minefields and sweep enemy mines. Equipped by gravitonic accelerator and Security Device, very well armed, well evasive and well accurate - this ship look best in Aczanny shipline.
- Kestrel class patrol carrier can lay three maximized laser minefield without reloading
- (race version 808e) Goshawk class assault carrier can sweep enemy minefields
- Shadow Hawk support cruiser can carry big amount of cargo and fuel. This ship use Ram Scoop device, and produce fuel from space.
- Digger class orbital miner is heavy and slow, but have well balanced devices composition for "In Space" mineral works.
- Cormorant fast transport is unical transport ship equipped by Gravitonic Accelerator. It can dock 10 pods into bays and have Cargo Desk on board.
- Vulture class support ship designed especialy for fleet supporting in long raids. This ship equipped by very large number of mobile factories, Food-Supply Convertor, ECM Jammer, Cargo Desk and Security Device
- Gerfalcon strike carrier equipped by Gravitonic Accelerator, Long Range Mine Detector and Security Device.
- Nest starbase is great orbital labour and military center of Aczanny race. This fortress can fly self and equipped by large number of devices, including Gravity Well Generator and Advansed Training Center.
- Roc dreadnaught is forceful Aczanny strike carrier, comparable in power with biggest ships in galaxy. This ship equipped by Mine Sweeper Array (Version 808e), Gravity Well Generator, Mind Crusher, Security Device and ECM Jammer.
Ship Special Devices
- Aczanny Cargo Desk: This device make two different works. With MET Command Code hi make new construction pod full of metalls. Without MET command code Cargo Desk make new Assault Pod, using 100 troops and 1000 Ord. Can make only one pod per turn.
- Aczanny ECM Jammer: Used only in battle. All nonaczanny style ships gain -30 attack rating. All nonaczanny fighters gain -15 attack rating. Use 150 energy per tick.
- Aczanny Security Station: Use 5kt fuel when run. Give +500% strenges for ships crew. Complete negate Boarding Laser kill factor. If ship lost all crew and guests in battle, this device destroy ship.
- Gravitonic Accelerator: Causes ships to
travel twice as fast as normal and burn the same amount
of fuel. The side effects of the device include the
complete failure of the ship's scanners and the engines
make 300% more noise than normal.
- Particle Fountain: Extracts mineral ore
from the core of the planet under the ship and converts
it into metals and stores the metals in the ship's cargo
hold. The only limit to the amount that can be taken is
the size of the ship's cargo hold. The fountain increases
the climate of the planet by 3 a turn and the HD stress
of the planet by at least 1 to 50 points. The device has
no effect on ore or metal that is sitting on the planet's
surface. The device will not mine fuel or fuel ore.
- Alchemy Forge: When on, it grabs supply
units from junk pods and resupply pods belonging to
anyone, plus supplies from planets and bases that you own
and converts the supplies to metals. Twelve supply units
yield 1 duranium, 1 tritanium, and 1 molybdenum. Control
switches on the ship can limit the process to just one
metal type if you wish.
- Ore Processing: When on the ship grabs
ore from any pod in the area (including ones that do not
belong to you), any planet you are over and any of your
own bases. The ore is converted into metals and stored in
the ship's cargo hold. You can have the metals
automatically transported down to a base you own if you
are over one with the ship command code BDM (Beam Down
Metals). Two ore units yield one metal unit. The only
limit as to how much can be processed in a turn is the
size of the ship's cargo hold. Ore processing costs
nothing.
- Laser Mine Dropper: Converts ordnance
units into laser mines and drops them. Laser mines are
anti fighter and anti small ship mines. Mine dropping and
sweeping is controlled from the mine screen that all
ships with mine dropping devices have. Large ships take a
small amount of damage from laser mines, ships with a
hull mass of less than 60kt can take heavy damage from
laser mines. Wings take heavy damage from laser mines. A
Wing hitting a laser mine will loose a random number of
fighters. Laser mines can do no more than 3% hull damage
on ships with a hull mass of over 100 kt. The odds of
hitting a laser mine is 2 times that of a gravitonic mine
and 5.3 times greater than than your odds of hitting a
barbitic mine. A ship or wing hitting a laser mine
increases it scanner visibility by 20 points, which is
enough to knock a ship out of cloak.
- Mine Sweeper Array: Destroys one enemy
minefield or recovers one minefield belonging to your
race converting it into ordnance units and stores the
ordnance on your ship. You do not collect ordnance from
enemy minefield that you sweep.
- Long Range Mine Detector: Allows you to
see all minefield within 500 LY including cloaked ones.
There are no negative effects for using one.
- Mobile Ord Factory: When on it turns
supplies into ord units. One supply unit is turned into
100 ord units. It is only limited by the size of its
cargo hold and ordnance hold.
- Mobile Repair Plant: Produces repair
units from duranium. One duranium unit yields 100 repair
units. The only limits as to the amounts produced is the
size of the repair hold.
- Mobile Fighter Factory: Builds fighters
in space using just cash. The device will add fighters to
any wing docked with the ship that does not have the full
number that can fit in the fighter bay. If the ship has
any empty fighter bays new wings will be formed and the
bays will be filled with new fighters.
- Food To Supply Converter: When on all
the food on the ship is turned into supplies. One food
unit is turned into one supply unit.
- Gravity Well Generator: Has a range of
50 LY. Any hyperdrive ship within the 50 LY range of a
gravity well ship can not hyperjump. The device will
cause passing hyperjumping ships to drop back into normal
space. The device requires 10 KT of fuel to run. The
device has no effect on warp chunnel jumps or jump gates.
- Mind Crusher: Causes colonists and
natives in all bases under the ship to loose 40 happy
points. Device works after movement. The mind crusher
produces 25 units of sensor image noise when used. It has
a range of 10LY. You could use it to draw part of an
enemy fleet off of a planet and into a fight with a fleet
of cloaked ships.
- Reticulian Light Beam:Places enemy colonists in prison pod at a rate of 50,000 a turn. The device only works when the ship has an empty pod bay and it
parked over an enemy base.
- Incarceration Beam: If an enemy ship's system damage is greater than 70% the device will take all the enemy crew, troops and colonists to a prison pod and
place the prison pod in an empty pod bay. The ship using this device must have an empty pod bay for ths device to function.
- Ram Scoop:Takes in 20 kt of fuel if moving faster than 20 ly per turn.
- Advansed Training Center: Turns more
than 20% of the colonists on the ship into troops. Costs
nothing to use.
Ship Super Weapons
- World Crusher Missile:
Has a range of 200LY. Uses 300 ord when fired. Can be
fired as long as you have ordnance to arm it. To use it
turn it on and target an enemy base or planet within 200
LY of your ship. The missile has a 33% chance of hitting
each base on the target planet. When a base is hit it is
completely destroyed. The surface of the planet will be
covered with the remains of the base. A shield will
protect the base from being harmed. The world crusher
firing takes place after movement and combat. The world
crusher missile targeting system produces 120 units of
sensor image noise when used. If the exotic tech Transphased
World Crusher is used the weapon can be fired
through enemy base shields.
- Anti-Matter Maul: When fired at an enemy ship
the metals in the enemy ship are melted and stored in the cargo
hold
Assault Units Special
- If one or more Roadrunner Scout have in battle all Aczanny ground units gain only half damage from enemy Air units.
- Aczanny ground units gain only half firepower from Laser Turrets.
Playing As
Defence self before attack enemy. Use your diplomatical talents and make border with your neighbours, but not colonize all planets in range. You not need small undefened colonies at begin of game. Of course, you need small enclaves for contraband and native gathering, but this is not a normal colony. Make it, but not grow it. Abaddon it when all work finished. Your primary force is big and powerful central base with Nest Starbase in orbit. Make it quickly as possibly.
Very careful build new starships. D'nt forget - you are very limited by minerals. First, build only few Sparrow for recon works, Shadow Hawks with medium engines for fuel gathering and Harriers for colonization processes. Send Shadow Hawk and gather all goods from nearest planet surfaces. Drop small amount of colonists and supplies for Pod Launcher, gather all ore from surface and send it to home. Use pods more then ships for transport any cargo - save your fuel. Search Avians, Gypsoldals and Amorphous natives. Only Avian natives love you! Gypsies make free transwarps for you. Amorphs not attack you and produce normal spice packs - it's real money cash!
Your ground battle ability is poor. Protect self in space, using assault Bomb-Pods. First time each turn make 2-4 Pods with 10-100 Troops and/or Crews and place it on orbit. Place one warship with "Attack" command. In battle, pods work like real and dangerous minefield. Concentrate your colonists at one well defened base. This is secondary protection for you - you cannot defend many worlds at begin of game. If any enemy attack you - it's simply lost without any satisfactions.
Remember - you are Slavekeepers! Get slaves by all costs. If you found any Labour race near, try make few exchanges your own colonists for enemy as prisoniers. D'nt think about morale - Labour mines give more money for you then any big taxes. Also, you colonists love big tax, but natives leave you in big number on overtaxing. Best slavetrading partner for you is Bird, who can make normal happy level with prisoniers in enemy hands.
Your primary weapon is fighters. Build hordes of all type fighters. Mix your wings as 20-20-20 - this is very effective combination.
You are vulnerable for cloakers, and have only one protection - Laser mines. Use large numbers of Kestrels and lay large minefields over your territory. D'nt set automatic intercept mission for ships - use fighter wings. Each cheap Kestrel have 5 wings on board. Few ships make global defence net, using minefields and large number of fighters, who intercept any detected on sight enemy.
Gather or buy conrabands and sell it for your neighbours, Your ships have good speed, and can arrive, sell and escape. Smuggler Cantinas help get contrabands for you.
Send large number of Frigates and suck enemy small colonies. Make slaves, mine minerals and gather moneys for fighters. When attack, strike quickly and surprisingly. Use fast fleets and overwhelm enemy defence, then "slowly" run Rocs with companies and suck up enemy undefened colonies. Use Gerfalcons for mine detection and Sparrows for silent recon. Make Sparrow Scan Net, drop scouts without good engines on enemy terrotory. Unseen, Sparrows can gather many information. Gravitonic Accelerators blind your scanners? It's not a problem for you! Your gravitonic ships can tow Sparrow - look like you attach mobile radar system on ship. D'nt attack enemy colonies from space. Kill Base Shield by fighters and suck up colony, using Reticulian Light Beam. Make new slaves - this is your new moneys and minerals. Use fighters "Hit and Run" strategy. Use bomb-pods from Vultures and Rocs. USE ANY, THAT NOT USE LARGE AMOUNTS OF MINERALS! Each destroyed ships is very big casualty for you.
On captured territory make new military center, replenish fighters, bomb-pods and strike, strike, strike again. D'nt stop! You are quickest warp race in galaxy!
Avoid races with well armored ships in combination with big ground power. Lizards, Birds or Empire is'nt good enemy for your strikes. D'nt make any deals with Borgs, this race unuseful for you.
Playing Against
Only three solutions: Minefields, Minefields and another Minefields! Make big number of minelayers, drop minefields in big numbers and block Aczanny manoeuvrability. Minefields is very dangerous for Aczanny - they minesweeper can arrive too late. Detonate minefields over planets with Aczanny base and you kill it Bomb-Pods protection. D'nt attack Aczanny bases from space if possibly - you can get full load of powerful fighters and lose. Drop ground troops on planet - Aczanny is very poor soldiers. Arm your ships by Sandcasters and best antifighter PD weapon like Turbolasers, Quad lasers or MML. Use your fighters only if you greatly outnumber Aczanny or else Aczanny easy kill it.
D'nt use Photon Torpedoes against Aczanny. It ships have big PD number and excelent evasion bonus. You simply shots your ord in space. Use weapon with good attack bonus and low intercept rate, regard charge time and destruction power (Blasters, Sandcasters, Force Beams, Disruptors and Fusion Cannons). Also, good solution is fast recharge rate. Pulsed lasers small weapon is better against Aczanny then agains any other race.
Especially for Evil Empire players: d'nt attack Aczanny at begin of game. You have big chance lost your attack fleet in bomb-pod minefield, and give Aczanny Probe Launcher on Star Destroyer. It's very good gift for it, but not for any it neighbours. Search slighty more easy target or prepare attack with maximum cares.
Natural Enemies / Tips
- The Lizard: Green Crocodile with cloak, well armored ships and abnormal ground power. It's a very, Very, VERY dangerous combination for Aczanny.
- The Bird mans: Any cloaking ships make some danger. And good ground power in combination with cloak ships make Birds very dangerous for Aczanny.
- The Borg: "Noneaten" for slave making. Althout, Aczanny is good target for assimilation. Annigilation Cube is well armored ship and dangerous enemy for Aczanny.
- The Stormer: Another Aczanny nightmare - well accurated enemy with excelent ground fighting ability. Also, Stormer have big PD number for counter Aczanny fighter attacks. But Bomb-Pods look dangerous for light armor of Stormer ships, and it can found slighty more light target. Also, Aczanny can make good ships trading with Stormers. War is unprofitable by both races.
- The Crystalline: Web mines in large numbers can stop Aczanny.
- The Univercity Alliance: Second minelayer after Crystalline can quickly block Aczanny, using large number of Incidents.
Aczanny Race Stats